Board game incorporating cannabis culture in its gameplay

ABSTRACT

A board game detailing, embodying, and incorporating the effects of cannabis on a user into the gameplay of the board game, thereby inculcating cannabis culture to players. The gameboard having directional indicia on preselected spaces for moving a player&#39;s game piece when a player&#39;s turn ends with the player landing on one of said preselected directional indicia containing spaces, so that the player&#39;s game piece is moved sequentially forward or backward to a distal end of the respective directional indicia, wherein each directional indicia is physically overlain a cannabis-related indicum, and wherein the direction of the directional indicum corresponds with a psychoactive direction, as ascribed by cannabis culture.

CROSS-REFERENCE TO RELATED APPLICATION

This application claims the benefit of priority of U.S. provisional application No. 63/363,202, filed 19 Apr. 2022, the contents of which are herein incorporated by reference.

BACKGROUND OF THE INVENTION

Cannabis culture describes social behaviors and norms found among consumers of cannabis as an entheogen, recreational drug, and medicine. In addition to art, literature and music, cannabis culture has evolved its own jargon, humor, etiquette, art, literature, and music, which can be strange and unfamiliar and thus possibly off-putting to those who do not partake in cannabis consumption or who have not been inculcated with such social behaviors.

Since the advent of COVID, people have more free time to fill the void. Accordingly, an opportunity is now afforded for inculcating and/or providing edutainment to get across common cannabis knowledge to others who may not necessarily partake, though who are curious enough to learn. Unfortunately, current games do not offer the educating factor of how cannabis products interact with the user.

Education is a difficult task to make fun and entertaining. Through lectures and talks, people tend to tune out and not pay attention. Other educational models are simple click though trainings that do not reinforce the principles taught. They are more focused on branding specifics than key principles. Other educational models are not group interactive. These methods are prone to least involvement by the learners. Retention levels are low due to lack of peer engagement and competitiveness.

As can be seen, there is a need for a board game detailing the effects of cannabis on a user into the gameplay. The board game provides a gameboard sublimating typical effects of cannabis consumption into gameplay to make the education a memorable experience. Specifically, players take turns throwing dice to advance their pieces along active spaces that are based on cannabis products and their resulting effects on users.

Critically, the present invention mainly focuses on the effects of cannabis consumption as the main aspect to advance through the game. So, while other games are simply for entertainment purposes, the entertainment aspects of the present invention are used to ensure a much more engaging level of education regarding cannabis products, and thus inculcate cannabis culture.

SUMMARY OF THE INVENTION

This board game embodied in the present details the effects of cannabis through cultural usage. By playing, the person increases education retention by making it into a shared experience.

This model embodied in the present invention acts as a learning journey gaining information through play and allowing learning through other players.

The present invention makes the learning experience a group experience so others may learn through other players moves as well. By increasing the activity, the educational retention levels increase.

In one aspect of the present invention, a cannabis inculcating boardgame includes: a start space; a finish space; a plurality of defined spaces between said start and finish spaces, said spaces provide sequential numbering for directing movement of a player's game piece from said start to said finishing point based on a randomly generated numbers (random number generators may include but are not limited to though one or more numerical dice, a spinner or any other means of randomly producing a number, including a computer-driven number generator); directional indicia on preselected spaces for moving a player's game piece when a player's turn ends with the player landing on one of said preselected directional indicia containing spaces, so that the player's game piece is moved sequentially forward or backward to a distal end of the respective directional indicia; and a direction associated with each directional indicum physically touches at least a portion of a cannabis-related indicum represented on the respective preselected spaces, and wherein a direction of the directional indicum corresponds with a psychoactive direction, as ascribed by cannabis culture.

In another aspect of the present invention, the cannabis inculcating boardgame further includes wherein one of the cannabis-related indicum comprises a brownie indicum associated with a sequentially backward directional indicum, wherein one of the cannabis-related indicum comprises an indica indicum associated with a sequentially backward directional indicum, wherein one of the cannabis-related indicum comprises a dabber indicum associated with a sequentially forward directional indicum, wherein one of the cannabis-related indicum comprises a sativa indicum associated with a sequentially forward directional indicum, wherein one of the cannabis-related indicum comprises a sativa joint indicum associated with a sequentially forward directional indicum, wherein one of the cannabis-related indicum comprises a yoga indicum associated with a sequentially forward directional indicum; further including a poster of rules for game play of the cannabis inculcating boardgame.

In yet another aspect of the present invention method of inculcating cannabis culture, the method includes the following: providing the above-mentioned cannabis inculcating boardgame; rolling the one or more numerical dice; moving the player's game piece sequentially, based on a resulting roll, to a landing space; and moving the player's game piece to the distal end of the directional indicia associated with the landing space.

These and other features, aspects and advantages of the present invention will become better understood with reference to the following drawings, description and claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a plan view of an exemplary embodiment of a gameboard of the present invention.

FIG. 2 is a diagrammatic view of an exemplary embodiment of process steps of the present invention, represented here as a post of the rules 30 that may be an element of the board game.

DETAILED DESCRIPTION OF THE INVENTION

The following detailed description is of the best currently contemplated modes of carrying out exemplary embodiments of the invention. The description is not to be taken in a limiting sense but is made merely for the purpose of illustrating the general principles of the invention, since the scope of the invention is best defined by the appended claims.

Broadly, an embodiment of the present invention provides a board game detailing, embodying, and incorporating the effects of cannabis on a user into the gameplay of the board game, thereby inculcating cannabis culture to players.

Referring now to FIGS. 1 and 2 , the present invention may include a board game 10 detailing the effects of cannabis and incorporating those effects into the game play that enables a user to traverse along the route to win. The gameboard 12 contains a series of numbered, gridded squares. Some of the gridded squares are active spaces. Active squares picture, include, and/or represent cannabis-culture-related indicia (including, but not limited to “brownies” 16 “dabbers” 18, “sativa” 20, “yoga” 22, “sativa joints” 24, and “indica” 26) across a plurality of board squares, thereby connecting numbered, gridded squares, some of which have cannabis-culture-related indicia, which triggers game play corresponding to the cannabis-related effect that indicia has in the real world.

The game play has set rules to determine the route a character's game piece will take. Action spaces associated with rules allow a player to progress or move backwards in the game. If a player lands on an action space, they must move to the associated space. Specifically, each action space provides a directional indicum 50 requiring a player's piece that ends their turn on the action space to be moved to a distal end of the directional indicia 50.

The object of the game is to navigate one's game piece, according to die rolls, ascending from the start (bottom square #1) to the finish (top square #25, in the illustrated embodiment), helped by ascending cannabis smoke of a “sativa joint” or the transcendentalism of a “dabber” but hindered by the heavy body effect of a “indica” or “brownie”, and the like. Ascension being moving to higher-a numbered square, while descending or hindering is moving to a lower-numbered square.

The board game provides directional indicum corresponding with each action square, wherein the direction of directional indicum is associated with a psychoactive direction, as ascribed by cannabis culture—e.g., cannabis smoke of a “sativa joint” or the transcendentalism of a “dabber” is associated in cannabis culture with an upward or higher direction, while the heavy body effect of an “indica” or “brownie”, is associated in cannabis culture with a grounded, lower, or downward direction. The rules of the game may include the following:

1. Game requires 2-4 players.

2. To start, each players rolls one die 28: The highest roll goes first and so on in descending order for other players.

3. Players start off by generating a random number (by one of a plurality of different methodologies: e.g., rolling two die, spinning a spinner, receiving output of a computerized random number generator) to advance through the game.

4. If the player's roll lands them on activity space, that player follows the corresponding action from rules.

5. Once a player has rolled a high enough value to land on or to continue past the last space, they may be deemed the winner.

The progression of the board game is determined by the value presented on the dice roll. The activity spaces allow for players to advance quicker or to be delayed or hindered in ascending progress, hence making the experience more competitive.

The penultimate square (#24 in the illustrated embodiment), the square immediately before the winner square (#25 in the illustrated embodiment), provides a transcendence marker 14 associated with the yoga indicia 22.

By following the steps of the game as presented the players are entertained while becoming more aware of the different effects typically associated with differing types of cannabis consumption.

A method of making the present invention may include the following. The gameboard 12 detailing, in some but not all embodiment, twenty-five squares, numbered ascendingly. It being understood that there could be different numbers of squares or other components of the game, yet this be embodied in this disclosure. Varying spaces are activity spaces 30 that associate with one another. Dice to roll may be necessary for progression through the game, though a spinner or other means of randomly producing a number may be used. Following the number of spaces given by the dice roll determines which spaces are landed on.

By playing the game, players are gaining familiarity and knowledge of how real-life cannabis products interact with the human body. Additionally, the present invention can be used to teach a variety of different things if the associated activity spaces are explained accordingly.

The game embodies a gameboard and game pieces of any suitable material. The game may also include two six-sided dice and a paper copy of set written rules. The game board will have spaces listed in ascending numerical order to reach the final space. Some spaces may be “action” spaces corresponding to specific rules of an action to be taken. The first player to reach the final space wins the game. Different sided die may be used to change number of spaces a player may travel.

By turning an educational matter into a gamified event, a person is more likely to retain the information gained. The information is gained through a shared experience therefore making for a more solid memory and less mentally taxing activity.

Additionally, the methodology embodied in the present invention can be turned into a digital application or other form of game to be played on mobile or other computer types. It can be used to teach about other subjects as well outside of cannabis with alterations to the “action” spaces, wherein the game embodied in the present invention may be digitized or incorporated in a computer implemented method.

As used in this application, the term “about” or “approximately” refers to a range of values within plus or minus 10% of the specified number. And the term “substantially” refers to up to 80% or more of an entirety. Recitation of ranges of values herein are not intended to be limiting, referring instead individually to any and all values falling within the range, unless otherwise indicated, and each separate value within such a range is incorporated into the specification as if it were individually recited herein.

For purposes of this disclosure, the term “aligned” means parallel, substantially parallel, or forming an angle of less than 35.0 degrees. For purposes of this disclosure, the term “transverse” means perpendicular, substantially perpendicular, or forming an angle between 55.0 and 125.0 degrees. Also, for purposes of this disclosure, the term “length” means the longest dimension of an object. Also, for purposes of this disclosure, the term “width” means the dimension of an object from side to side. For the purposes of this disclosure, the term “above” generally means superjacent, substantially superjacent, or higher than another object although not directly overlying the object. Further, for purposes of this disclosure, the term “mechanical communication” generally refers to components being in direct physical contact with each other or being in indirect physical contact with each other where movement of one component affect the position of the other.

The use of any and all examples, or exemplary language (“e.g.,” “such as,” or the like) provided herein, is intended merely to better illuminate the embodiments and does not pose a limitation on the scope of the embodiments or the claims. No language in the specification should be construed as indicating any unclaimed element as essential to the practice of the disclosed embodiments.

In the following description, it is understood that terms such as “first,” “second,” “top,” “bottom,” “up,” “down,” and the like, are words of convenience and are not to be construed as limiting terms unless specifically stated to the contrary.

It should be understood, of course, that the foregoing relates to exemplary embodiments of the invention and that modifications may be made without departing from the spirit and scope of the invention as set forth in the following claims. 

What is claimed is:
 1. A cannabis inculcating boardgame comprising: a start space; a finish space; a plurality of defined spaces between said start and finish spaces, said spaces provide sequential numbering for directing movement of a player's game piece from said start to said finishing point based on randomly generated numbers; directional indicia on preselected spaces for moving a player's game piece when a player's turn ends with the player landing on one of said preselected directional indicia containing spaces, so that the player's game piece is moved sequentially forward or backward to a distal end of the respective directional indicia; and a direction associated with each directional indicum physically touches at least a portion of a cannabis-related indicum represented on the respective preselected spaces, and wherein a direction of the directional indicum corresponds with a psychoactive direction, as ascribed by cannabis culture.
 2. The cannabis inculcating boardgame of claim 1, wherein one of the cannabis-related indicum comprises a brownie indicum associated with a sequentially backward directional indicum.
 3. The cannabis inculcating boardgame of claim 2, wherein one of the cannabis-related indicum comprises an indica indicum associated with a sequentially backward directional indicum.
 4. The cannabis inculcating boardgame of claim 3, wherein one of the cannabis-related indicum comprises a dabber indicum associated with a sequentially forward directional indicum.
 5. The cannabis inculcating boardgame of claim 4, wherein one of the cannabis-related indicum comprises a sativa indicum associated with a sequentially forward directional indicum.
 6. The cannabis inculcating boardgame of claim 5, wherein one of the cannabis-related indicum comprises a sativa joint indicum associated with a sequentially forward directional indicum.
 7. The cannabis inculcating boardgame of claim 6, wherein one of the cannabis-related indicum comprises a yoga indicum associated with a sequentially forward directional indicum.
 8. The cannabis inculcating boardgame of claim 7, further comprising a poster of rules for game play of the cannabis inculcating boardgame.
 9. A method of inculcating cannabis culture, the method comprises: providing the cannabis inculcating boardgame of claim 8; generating a random number; moving the player's game piece sequentially, based on the generated random number, to a landing space; and moving the player's game piece to the distal end of the directional indicia associated with the landing space.
 10. The method of claim 9, further including a gameboard design wherein the psychoactive directional spaces feature other aspects of cannabis culture including but not limited to paraphernalia and cannabis consumption. 